Cardiopulmonary Resuscitation Training by Avatars: A Qualitative Study of Medical Students' Experiences Using a Multiplayer Virtual World [0.03%]
关于医学生使用多人虚拟世界进行急救训练的定性研究
Johan Creutzfeldt,Leif Hedman,Li Felländer-Tsai
Johan Creutzfeldt
Background: Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, lit...
Attentional Bias Modification With Serious Game Elements: Evaluating the Shots Game [0.03%]
基于严肃游戏的认知偏好数码干预:评估Shots游戏的效果
Wouter J Boendermaker,Soraya Sanchez Maceiras,Marilisa Boffo et al.
Wouter J Boendermaker et al.
Background: Young adults often experiment with heavy use of alcohol, which poses severe health risks and increases the chance of developing addiction problems. In clinical patients, cognitive retraining of automatic appet...
Ivan Bindoff,Kristy de Salas,Gregory Peterson et al.
Ivan Bindoff et al.
Background: Smoking is recognized as the largest, single, preventable cause of death and disease in the developed world. While the majority of smokers report wanting to quit, and many try each year, smokers find it diffic...
Game On? Smoking Cessation Through the Gamification of mHealth: A Longitudinal Qualitative Study [0.03%]
游戏进行时?通过手机医疗健康游戏化戒烟:定性纵向研究
Abdulrahman Abdulla El-Hilly,Sheeraz Syed Iqbal,Maroof Ahmed et al.
Abdulrahman Abdulla El-Hilly et al.
Background: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, criti...
Usability Evaluation Methods for Gesture-Based Games: A Systematic Review [0.03%]
基于手势的游戏的可用性评价方法:系统化综述
Fernando Winckler Simor,Manoela Rogofski Brum,Jaison Dairon Ebertz Schmidt et al.
Fernando Winckler Simor et al.
Background: Gestural interaction systems are increasingly being used, mainly in games, expanding the idea of entertainment and providing experiences with the purpose of promoting better physical and/or mental health. Ther...
A Study on the Validity of a Computer-Based Game to Assess Cognitive Processes, Reward Mechanisms, and Time Perception in Children Aged 4-8 Years [0.03%]
一种基于计算机游戏的评估认知过程、奖励机制及时间知觉有效性的儿童(4-8岁)研究
Janneke Caw Peijnenborgh,Petra Pm Hurks,Albert P Aldenkamp et al.
Janneke Caw Peijnenborgh et al.
Background: A computer-based game, named Timo's Adventure, was developed to assess specific cognitive functions (eg, attention, planning, and working memory), time perception, and reward mechanisms in young school-aged ch...
Effects of Visual Display on Joint Excursions Used to Play Virtual Dodgeball [0.03%]
视觉显示对玩虚拟躲避球的关节活动范围的影响
James S Thomas,Christopher R France,Megan E Applegate et al.
James S Thomas et al.
Background: Virtual reality (VR) interventions hold great potential for rehabilitation as commercial systems are becoming more affordable and can be easily applied to both clinical and home settings. ...
Gamifying Self-Management of Chronic Illnesses: A Mixed-Methods Study [0.03%]
关于自我管理慢性病的游戏化研究:混合方法研究
Alaa AlMarshedi,Gary Wills,Ashok Ranchhod
Alaa AlMarshedi
Background: Self-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is pe...
A Video Game Promoting Cancer Risk Perception and Information Seeking Behavior Among Young-Adult College Students: A Randomized Controlled Trial [0.03%]
一项在年轻成人大学生中促进癌症风险认知和信息寻求行为的视频游戏:随机对照试验
Georges Elias Khalil,Ivan L Beale,Minxing Chen et al.
Georges Elias Khalil et al.
Background: Risky behaviors tend to increase drastically during the transition into young adulthood. This increase may ultimately facilitate the initiation of carcinogenic processes at a young age, highlighting a serious ...
Validation of a Computerized, Game-based Assessment Strategy to Measure Training Effects on Motor-Cognitive Functions in People With Dementia [0.03%]
一种计算机化游戏测评方法的有效性分析:该方法可衡量此训练对痴呆症患者运动和认知功能的影响
Stefanie Wiloth,Nele Lemke,Christian Werner et al.
Stefanie Wiloth et al.
Background: Exergames often used for training purpose can also be applied to create assessments based on quantitative data derived from the game. A number of studies relate to these use functionalities developing specific...